I didn't see any highlighted parts in your quote of my post. And sorry, but I also can't tell how serious you are or if you're just being sarcastic.
Thanks for bringing up the stun effect from Lightning Walk though. I forgot about that and that should be removed in my list of suggestions.
As for stats, I would expect all INT from Monk gear would be replaced with STR and that Acolytes, leveling to become Monks, would focus on that stat, even if it makes it harder to level as an Acolyte. That's exactly what happens in RO1. That, or a free stat reset for Monks.
Your conclusion about how Lightning Crush would work is spot on and deliberate. That combo chain is basically how it worked for Monks in RO1 and what I was going for in the first place.
I highlighted the parts in green.... and yes, it weren't many. It's also true that most of my reply was sarcastic. At that time, I was quite a bit enervated by other things.
If you design a character or class, you have two coices: combo-centric or versatile. You usually can't have both. Your suggestions are highly combo-centric, whereas many others usually criticize that the monk doesn't have distinct skill-builds to choose from. Personally, if there is a need for any combinations, I would prefer more subtile ones. That means nothing of the type: "Only if you use skill ABC first, skill XYZ is of any use". Resetting the cooldown of one skill by using another is nothing I'd enjoy.
I've already mentioned the best way, where you can see that - the AoE skill:
All the classes do have an AoE skill that can be used without any prerequisites. Some of them have a certain animation time, others do have a cooldown instead, but both ways are meant to keep the dps output in check. IMO, adding skill requirements doesn't create any real ingame advantage, but requires a player to level multiple different skills to get a situational bonus. And yes, being able to attack up to 10 enemies ought to be situational.
However, the same is true for other skill suggestions as well. All versions that generate more than one build-up point (Bowling Bash, Shield Bash, Wild Crush, Shadow Strike or Illusion Blade) do have a certain cooldown as well. In that way, these skill aren't strictly superior, but a rather 'special' and far away from being mandatory... and I would like it to stay that way. Sure, the monk can already reduce the cooldown of Crushing Blow if maxed out (level 10) and that makes it quite redundant to your idea, but that's very wasteful. You'd have to spend 10 extra skill points for Crushing Blow in addition to a typically maxed out Raging Blow to get that benefit, but you lose some dps as well.
The only real thing that I do agree on is that Throw Spirit Spheres ought to require and use up build-up points, rather than generating one. Beside the obvious reason based on the skill name, it would keep the monk more a melee class. That means that unless he 'summons' some spirit spheres, he'd have to perform melee attacks first. That skill could then be used against fleeing opponents And due to the simple fact that consuming build-up points allows for a higher skill damage, a monk would have quite a nice-&-tricky 'kamehameha'-like finisher (secondary ultimate similar to Aura Strike).
Last but not least:
Although I've already mentioned the difficulties of a monk losing Spiritual Cadence (full INT on all acolyte gear), it seems that the developers have already loosened the sterm correlation between STR bonuses and those based on INT. That's why I wouldn't be surprised, if they plan to remove Spiritual Cadence in a future patch.
Although stat boni could compensate for or totally replace the skill benefit (same for the Crecentia), I want to point out that a skill - even if it looks like a waste of points - was and is still the more obvious choice to implement such a special. And I will always prefer that way over 'sneaky' stat bonuses. Spiritual Cadence wasn't even that bad, if you consider that a Warrior has to take at least one point in Rage Control, just to replace auras with rage points. The additional 10% extra rage points are similar to the monk's extra ATK via titles, cards or costumes.
So all in all, I'd like to see a more versatile monk class, instead of a class that depends on skill-chains.